Level
Cantrip
Casting Time
1 Action
Range/Area
60 ft. (10 ft. )
Components
V, S
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect

This spell channels nearby air into a narrow cone, 10 ft. wide at its end, and 60 ft. in length. The air is capable of producing a number of minor and significant effects. This wind can be used to blow out candles, disturb lightweight objects weighing up to a pound, and even push sailing ships on water.

Larger craft propelled by this wind can reach speeds of 5 knots, while smaller craft can reach speeds of 10 knots. 

This spell's wind speed doubles in intensity when you reach 5th level, triples at 11th level, and  quadruples at 17th level.

Vessels propelled by wind from 5th level can reach speeds of 10 knots for large craft, and 20  knots for smaller craft. At 1th level, large ships reach 15 knots, small ships 30 knots, and at 17th level, large ships reach 20 knots, while small ships can go 40 knots.

Speeds at 20 knots or higher could prove dangerous to any craft, and inflict damage or cause the ship to lose control every minute it endures it. Survival checks for the crew can determine if the craft sustains damage, or maintains control.

These winds can also increase the weight of objects pushed by the wind up to 2, 10, and 20 lbs. respectively. Winds of 5th level and higher can extinguish small fires. Winds of 11th level and higher will break branches off trees, and give disadvantage to attacks with small missile weapons in the path of the wind. Winds of 17th level create difficult terrain.

Available For: Bard (Legacy) Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Nature Domain (Legacy)

Zaereth

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